#ifndef VRMLLIB_NODES_H
#define VRMLLIB_NODES_H

#include <string>

#include <vrmllib/node.h>

namespace vrmllib {

#define VRMLLIB_NODE_CLASS2(name, base) \
	public: \
	name(); \
	VRMLLIB_NODE_CLASS2_ND(name, base)

#define VRMLLIB_NODE_CLASS2_ND(name, base) \
	protected: \
	void parse_attribute(const std::string &, std::istream &, file &);\
	private: \
	typedef base base_type;

#define VRMLLIB_NODE_CLASS(name) \
	VRMLLIB_NODE_CLASS2(name, node)

#define VRMLLIB_NODE_CLASS_ND(name) \
	VRMLLIB_NODE_CLASS2_ND(name, node)

class grouping_node : public node {
	VRMLLIB_NODE_CLASS_ND(grouping_node)
public:
	std::vector<node *> children;
};

class Transform : public grouping_node {
	VRMLLIB_NODE_CLASS2(Transform, grouping_node)
public:
	vec3 translation, center, scale;
	rot rotation, scaleOrientation;
};

class Group : public grouping_node {
	VRMLLIB_NODE_CLASS2_ND(Group, grouping_node)
public:
};

class Switch : public node {
	VRMLLIB_NODE_CLASS(Switch)
public:
	std::vector<node *> choice;
	int whichChoice;
};

class Shape : public node {
	VRMLLIB_NODE_CLASS(Shape)
public:
	node *appearance;
	node *geometry;
};

class Appearance : public node {
	VRMLLIB_NODE_CLASS(Appearance)
public:
	node *material;
	node *texture;
};

class WorldInfo : public node {
	VRMLLIB_NODE_CLASS_ND(WorldInfo)
public:
	std::string title;
	std::vector<std::string> info;
};

class Viewpoint : public node {
	VRMLLIB_NODE_CLASS(Viewpoint)
public:
	float fieldOfView;
	rot orientation;
	vec3 position;
	std::string description;
};

class Material : public node {
	VRMLLIB_NODE_CLASS(Material)
public:
	col3 diffuseColor;
	col3 specularColor;
	col3 emissiveColor;
	float ambientIntensity;
	float shininess;
	float transparency;
};

class IndexedFaceSet : public node {
	VRMLLIB_NODE_CLASS(IndexedFaceSet)
public:
	bool solid;
	bool convex;
	bool ccw;
	bool normalPerVertex;
	bool colorPerVertex;
	node *coord;
	node *normal;
	node *texCoord;
	node *color;
	std::vector<int> coordIndex;
	std::vector<int> texCoordIndex;
	std::vector<int> normalIndex;
	std::vector<int> colorIndex;

public:
	// extract the geometry
	void geometry(std::vector<unsigned> &triangles,
		std::vector<vec3> &geometry,
		std::vector<vec3> &normals,
		std::vector<vec2> &texcoords,
		std::vector<col3> &colors) const;
};

class Coordinate : public node {
	VRMLLIB_NODE_CLASS_ND(Coordinate)
public:
	std::vector<vec3> point;
};

class TextureCoordinate : public node {
	VRMLLIB_NODE_CLASS_ND(TextureCoordinate)
public:
	std::vector<vec2> point;
};

class Normal : public node {
	VRMLLIB_NODE_CLASS_ND(Normal)
public:
	std::vector<vec3> vector;
};

class Color : public node {
	VRMLLIB_NODE_CLASS_ND(Color)
public:
	std::vector<col3> color;
};

class Box : public node {
	VRMLLIB_NODE_CLASS_ND(Box)
public:
	vec3 size;
};

class Sphere : public node {
	VRMLLIB_NODE_CLASS_ND(Sphere)
public:
	float radius;
};

class ImageTexture : public node {
	VRMLLIB_NODE_CLASS(ImageTexture)
public:
	std::vector<std::string> url;
	bool repeatS, repeatT;
};

} // namespace vrmllib

#endif
